zax
New Member
Posts: 30
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Post by zax on Aug 10, 2014 16:55:47 GMT 1
Hi guys. Zax here. New user of your inventory system and so far loving it. For the past few days I have been working on integrating your system with an FPS framework. I am using the UFPS framework from the Unity Asset store. I've over come some major hurdles in the past few days the biggest of which was the collision detection. Adjusting the object interaction object to the FPS camera was quite tricky but eventually had great success with it. Right now almost everything works. I can detect the item, pick it up and put it in inventory, and even interact with it in inventory. I finally got the mouse cursor to display properly as well. My problems now lie in closing the inventory and freezing the camera while in inventory mode.
Issue 1: Cursor detection I can open inventory with tab just fine and even close it with tab. I can open loot character, shops and containers too. But the close button and the take all button do not accept the cursor click. The left side if you click on an item you can use or equip it (The cursor jumps to center screen like always but it does work). But those two buttons on the left just do not work when you click on them. No matter what I click on I noticed the cursor will jump back to the center of the screen.
Issue 2: Camera Freeze Falirue The camera fails to freeze when in inventory mode. So as I move the cursor around the inventory my player camera is still moving with it. Its like the fsm does not recognize my fps player movement or know how to freeze it.
Ives tried the following with no success:
renaming the "FPS Camera" to MainCamera (did nothing) Added the fsm scripts from "maincamera" to my FPS camera (Again nothing) Renaming the "Advanced Character" (The UFPS name for the player) to MainCharacter (No change) Tried several tweaks to the FSM controls for the background right but again no change. I did have success with adding the fsm scripts to the main character that got rid of the floating cursor during game play and brought it back for inventory so that worked but the inventory still wont close when you click on the red X nor will the button for take all.
If anyone has any advice on how to fix either of those issues I would greatly appreciate it. Once I have a working FPS prototype I will be happy to share it with the community. Im almost there if I could only close those pesky windows lol.
Thanks in advance for any assistance.
Zax
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Post by Super Admin on Aug 10, 2014 18:59:58 GMT 1
Hi Zax, thank for writing about those bugs, i am nearly to complete new version which will be lot different, so many bugs will be fixed and other things will be easier to work with. Be patient few more days and new version will be uploaded to Asset store, have to finish some minor things before i upload it to QA. And yeah it will be possible to integrage this inventory as FPS one, also different kind of inventories will come in future updates as well thanks again and CHEERS!!!
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zax
New Member
Posts: 30
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Post by zax on Aug 10, 2014 22:04:46 GMT 1
That's awesome I look forward to the update then. Thanks for the quick reply and the awesome work.
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Post by Super Admin on Aug 11, 2014 11:47:15 GMT 1
You welcome Those freaking hot days are preventing me to stay focused most of the time and that's why update was delayed + some other personal issues Gonna write new guide, record new videos and version is up soon Thanks for understanding Cheers!!!
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zax
New Member
Posts: 30
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Post by zax on Aug 12, 2014 1:47:17 GMT 1
Worth the wait bud. By far one of the best inventories I have seen on Unity. I'm attempting to build a cross genre game that is both RPG and FPS. So its a challenge in many ways. But "Dominion City" is off to a good start so far. The UFPS frame work is simply mind blowing. The way they utilized the physics engine was incredible and really knocks down the frame rate. Incorporating your awesome inventory with that will make one heck of a good base to build upon.
Again thanks for the replies and all your hard work. I know how tough it is to design something like this, especially something this good. I'll be checking back daily for that update bud. Keep up the excellent work!
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zax
New Member
Posts: 30
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Post by zax on Aug 15, 2014 0:03:58 GMT 1
Hey super think the update will be ready by the weekend? I'm really looking forward to it lol.
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Post by Super Admin on Aug 15, 2014 11:08:29 GMT 1
Hi, i hopped that will be ready for the weekend but it will take few days more, got some allergic reaction on my neck, got bite by some insect and couldn't work for few days, i feel better now, and will do my best to finish update today. Sorry for having you wait so long. Cheers!!!
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zax
New Member
Posts: 30
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Post by zax on Aug 16, 2014 2:13:27 GMT 1
No need for apologies. Most people don't even reply when you ask for help with other systems I've purchased from the store. You have been helpful from day one and I know you will get to things when your able. I'm just like a kid in a toy store lol. Waiting for the newest version so I can play with it. In the mean time I am still having fun designing Dominion City. Once I successfully combine your inventory and crafting system with the UFPS system the sky is the limit on what I can create. I fully intend to break boundaries with this one. Not that you don't have enough on your plate already... but was just curious if you intend on introducing a dialog frame work to go with this. I came close to making one myself but it was pretty buggy. I'm a great level designer but programming is not really my forte. Hey I hope you get well soon. Ill send some industrial strength bug spray your way
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Post by Super Admin on Aug 16, 2014 7:35:31 GMT 1
Hahaha, when i see post like this i get 200 % motivation boost , thanks man a lot. Feel better now and yesterday i finished new GUIDE for inventory. You are gonna love new crafting system, all you have to do is to combine item UIDs and specify in CraftingDatabase, something like this: for item Elixir of health for example in Hash Table specify UID to be like this "3 poexp 3 pohp 3 popsn" and that is it This means that for item Elixir of health you just need to put in workbench 1 x potion of experience, 1 x potion of health and 1 x poison and when you click craft you will get Elixir of health in your inventory. So all you have to do is to combine UID of items in alphabetical order and drag desired item in hash table for that combined UID Or if you want to use multiple items and craft that way, all additional stuff you have to do is to add hash table proxy integer type to your result item and fill with desired values (I will create video about this as well) Not just Workbench, everything is simplified and easier to change now since system doesn't use global variables, except for few calculation values for font and icon size, it is easier this way. Finished everything only have to test saving features and version will be up. Cheers and thanks for understanding
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Post by Invayne on Aug 30, 2014 13:37:04 GMT 1
Thinking about buying squarebite to use with ufps. since i have the playmaker ufps actions question is how does it handle with the ufps inventory system are you able to equip an unequip weapons an how hard is it to add in your own gui skins (last question is a little off topic i know sorry but a major one since my games a scfi fprpg.
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Post by Super Admin on Aug 30, 2014 15:26:25 GMT 1
Now it is easy to implement new GUI skin because you have to change what you want to display directly in inventory, not on items like it was before due to the item properties. I use 7 GUI skins (all are the same except for font size so for this when resolution is checked then appropriate GUI skin will be selected) so you have to create your own GUI skin and multiply it more times and set font for each style. I just checked demo of UFPS and it looks great so my question is do you like that equip system in UPFS and what you don't like in that package so you want another inventory system? If you ask can you equip weapon just by colliding with it than yes, easy thing to do but i don't know how my system will interact with UFPS since i don't have that package. For equiping FPS items you will need proper animations and hands on screen but you already know that and with my system you can easily set where to parent equipped item and what properties to add. Did you checked new demo of Squarebite inventory and tell me more about what exactly you want in your game so i can provide you further support. Cheers!!!
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Post by invayne on Aug 30, 2014 16:53:21 GMT 1
Well from the looks of it it runs fine except the bug were u get stuck sitting while lock picking but esc cancels that out. for me i dont really need to equip visible armor. the weapon system/ inventory system as you would call it works like this. ufps has a invisible inventory system mainly how this works is all your weapons are already attached to the character but are disabled intill you pick them up with in the level. the pickups as there called in ufps have scripts attached to them to say this is a wep pick up ect ect an it will then enable that weapon with the arm or arms if your using 2 hands. but this is all done automatically. which is fine works well but for me i would also like pick up these so called pickups have them go into a inventory so that they can be equipped or unequipped through the character window. health an ammo would also need to be called but they can be called separately using the playmaker ufps actions. for me specially with a scfi ui ( www.assetstore.unity3d.com/en/#!/content/14135 ) that i plan to use i have heart rate meter with a int string to get the hp value from ufps. an as you can see. here you can find the ufps playmaker actions ( hutonggames.fogbugz.com/default.asp?W1110 ) im also willing to PM you a UFPS package if need be.which i dont think cal would mind if it means having your system integrated with his just means more profit for the both of you if it was ! making my own inventory system is easy but would never have time to go as indepth as you have. And if im able to get pointed in the right direction on how to integrate this all to work with both ufps an make it fit for scifi something along the lines of how mass effect system looked ill be golden. dont want the work done for me. but if im able to build apon your system using ufps what ever i do i will share with you. sept i would have to change your crafting system to be more of a weapon upgrade system ^^
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Post by Super Admin on Aug 30, 2014 20:36:02 GMT 1
Yeah, i saw that but right now, problem was that objectInteractSystem wasn't found if you don't open chest and that event to get up wasn't sent to player and when press Escape it is sent automatically that is why it cancel that out. Fixed that already, small bug anyway, i guess there will be more small bugs since it is first upload in version 3.0 so don't hesitate to let me know I see, so inventory in that FPS package is created basically with all possible weapon you can have attached to player and all hidden and upon picking certain weapon will activate and appear on scene right? You want your weapons to appear in inventory and you want those arms with weapon to appear exactly the same as in UFPS but manually with clicking on items in inventory right? Nice GUI example there, i like it very much, game with that look certainly will have good looking So you want something like this in your game: I think we can accomplish this with few FSM actions
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Post by invayne on Aug 30, 2014 21:08:47 GMT 1
to answer all your question at once yes, yes , and yes. yeah the pic you post is exactly what im looking for if its easier i can always switch to www.assetstore.unity3d.com/en/#!/content/15098 as soon as i figure out how to set up the mecanim to do the pistol animations as well so i can switch between the 2 never really worked with mecanim so id have to look into it. which ever is easier for you. for me since im using playmaker i would prefer to use your system as my base since i can use other things for quest an stuff like that with the same gui texture to match up to everything in the system. but my main thing right now is to pick a controller weather it be ufps or animset pro. i just dont want to ask to much from you since your so willing to help. (off note... i think ive spent to much money today -_- )
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Post by Super Admin on Aug 30, 2014 21:38:28 GMT 1
Mecanim is so great system that you are going to love it from the start, very very good for anything, not difficult to use and once you start using it you continue to use it until some better system come up I will try to make something these days, some demo example with Mass Effect like UI system, it will not look like that since i am not artist but i can make it function like that or something like that and when i am finished i will let you know about results. Cheers!!!
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